Server Mods/Mutators

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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Mon Mar 30, 2009 11:27 pm

OK I fixed the boots, when they drain they are done. Also I was thinking of things I don't like in MH and how to fix them. One of the recurring things that makes me angry is finding the monster end to finish a map I don't know. To that end I crafted this little jewel:

BIG jpg

What it does is add a tag like the floating tags on the monsters that show health, except this one shows you where the monster end is. The pic is Canyon at the gate. There are three monsterends in there and you can see them clearly now. The two side ones are behind the wall but they show as long as you are in proximity to them. This way if one is behind a gate or door, you'll know where. You may not be able to figure out all the things required to activate it, but at least you'll know where they are now.

gopostal
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Re: Server Mods/Mutators

Post by gopostal » Fri Apr 03, 2009 8:18 am

OK update time....

I spoke at length with Herm and he has given me permission to use the MHM name with this mod (BIG THANKS to Herm for that :!: :!: ) so now it shall henceforth be known as Mayhem.

I have finished the major code work. Problem weapons, inventory pickups, and health are all fixed or updated (I incorporated several mods into this one). I made some minor HUD alterations that really help like if you pick up a scuba or a light or the boots you get a little HUD pop-up telling you how much of each is left. Little things like that. Truthfully a large portion of the code will not be noticed by the players, but server admins will like the flexibility of all the options and the fixes for server issues I did. At first glance it may seem like a lot of choices but so many problems exist in the MH maps that it forced me to paint with a broad brush.

Anyhow, I am going to fire up a test server this Sunday. Please join, play a map or two, and let me know what bugs you might find or thoughts you have on it. I know the ping will be bad but I just want you to try it out. I'll post the password here when I get the server loaded Saturday night/Sunday morning.

Thank all of you for your public and private messages of input and critique. It helps so much when others point out problems or thoughts.

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Fuzz_Ball
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Re: Server Mods/Mutators

Post by Fuzz_Ball » Fri Apr 03, 2009 3:11 pm

Pretty awesome stuff, GP!

I'll try to be around Sunday to check it out.

You. You're good. You have a gift.

Image

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-HellFire-
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Re: Server Mods/Mutators

Post by -HellFire- » Fri Apr 03, 2009 4:20 pm

Well, I just left the server and played the whole map:
Image
I like the changes like; Boots sound, Health vials sound, superhealth layout, medikits etc.
I wanna know what other ppl here say about it :mrgreen:
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Fri Apr 03, 2009 4:53 pm

I'm curious, do you like the ghosting of monster carcasses when they die? I hate not being able to see when one drops in front of you.

BTW Thank you!!

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-HellFire-
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Re: Server Mods/Mutators

Post by -HellFire- » Fri Apr 03, 2009 5:02 pm

ScottyD wrote:I'm curious, do you like the ghosting of monster carcasses when they die? I hate not being able to see when one drops in front of you.

BTW Thank you!!
Actually I didnt noticed it :shock:

EDIT: I played again and killed some fly's and I saw what you mean.
I'd like it it's pretty cool :P
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Fuzz_Ball
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Re: Server Mods/Mutators

Post by Fuzz_Ball » Fri Apr 03, 2009 5:21 pm

Just played it too - Thanks!

I like all the stats: jumps left, scuba time, etc.

Impressive work, Scotty!

gopostal
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Re: Server Mods/Mutators

Post by gopostal » Fri Apr 03, 2009 5:40 pm

You not noticing it is one of the best compliments you could give me :)

I've really worked to try to integrate changes in that fix problems so they aren't problems any more and make the MH experience as bug free as possible.

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*POTS*
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Re: Server Mods/Mutators

Post by *POTS* » Fri Apr 03, 2009 6:28 pm

ScottyD wrote:I'm curious, do you like the ghosting of monster carcasses when they die? I hate not being able to see when one drops in front of you.
I've had the same problem, especially whenever you kill a Titan, you can't see far from your feet. Great fix thank you!

I also liked the Scuba, Searchlight and Jumpboots stats. I hope you have not altered the default life for both the Scuba and the Searchlight pickups. Does the Searchlight really last only 1,999 seconds?

[Edit]
1,999 seconds = 33 minutes :oops: , well I guess you haven't touched it. :lol:
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Fri Apr 03, 2009 8:55 pm

Actually the searchlight has Charge=20000. When I added the HUD notice on it, it was annoying to see the numbers whizzing backwards from 20000 so I made the display divide by 10. That way it counts back from 2000 instead, a more visually manageable HUD that is not distracting. It turns red too when you get close, as does the scuba and the monstercount.

The light time is configurable so let me know if you want it changed. It's set to the default though.

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*POTS*
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Re: Server Mods/Mutators

Post by *POTS* » Fri Apr 03, 2009 8:58 pm

ScottyD wrote: The light time is configurable so let me know if you want it changed. It's set to the default though.
I think it's perfect. :mrgreen:
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Fri Apr 03, 2009 9:16 pm

This is the final player HUD version:

Image

The engine coding is all done now. All I really have left is to make any sort of changes on the scoreboard/scoring system anyone wants. I'll try to post up a full changelog tomorrow so admins can see if this is something they might want to run. It still needs some on-server testing to make sure all the configs are good but the code itself is solid. I'm noticing a lot less server side warnings with this. Should help a bunch with stablility.

If you run a round on the test server, take a couple of screens and compare it to mine. Is everything where it needs to be with your monitor resolution? Drawing a HUD canvas can be tricky.

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*POTS*
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Re: Server Mods/Mutators

Post by *POTS* » Fri Apr 03, 2009 9:23 pm

I have this problem, I can't see the tag on the Keg of Health:

Image

My resolutions is 800x600x16 (where 16 is the color depth). It's the same problem I had when I tried to make a skin and I disabled the MipMapping option, since the whole pack looks blurry to me, or maybe it's just me using low detail settings. :roll:
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Fri Apr 03, 2009 9:48 pm

On low res settings like that the textures get compressed some and they lose that crispness. Sorry man.

gopostal
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Re: Server Mods/Mutators

Post by gopostal » Sat Apr 04, 2009 7:27 am

I've had a couple of emails of people following this mod so I am going to post my rough readme here if you guys don't mind. This should answer a lot of questions:

Code: Select all

Mayhem is a MonsterHunt all-in-one controller that was written with fun in mind. After playing MH, I realized there were several problems with it that could be fixed and make the game much more enjoyable. Mayhem is a UTJ based mod that fixes quite a bit more now (see changelog for per-item breakdown). Players will notice the somewhat altered HUD but it will be the server admins who really will enjoy the control that Mayhem offers. 

For players:
Mayhem adds certain counters and a simple radar to your HUD, along with an overlay showing visible monster's health. By design I wanted to make this as unobtrusive as possible, yet still allow you to gather whatever information you might need Some things you will need to know:

+If the admin allows random translocator, it will not telefrag monsters, so don't try. You might get telefragged yourself.
+If you have the MHM translocator equipped, you will be able to find the monsterend. It doesn't make it active, just simply shows you where it is. You must complete the map as usual. That 

HUD information will only appear with the Mayhem trans.
+Antiboost is simple but quite effective. If on you will not be able to harm yourself or other players, nor be boosted at all. Any shield bonus to your health CAN be lost though. This adds some balance.
+Pickups (the important ones) spawn very quickly so if someone cuts in front and takes all the belts, hang on 2 seconds and you'll get yours now.
+There are several random awards that can be configured by admins so watch your screen to see if one is coming.

For Admins:
+Read the notes in the ini file for setup instructions. 
+Weapon replacement was done for the buggy Unreal rifle (replaced by the UT sniper rifle) and the quadshot (replaced by flak). This is all done automatically so no need to change your maps.
+All light pickups are now searchlights. No more running out of light. I hate that.
+All jumpboots are now UT_Jumpboots with a fourth jump. This fixed the little half-jump the original Unreal boots had for the fourth. Can't tell you the number of times that killed me on Herbreke...
+Pickups (the good ones) are set to 2 second respawn. Bear this in mind as you set up your server. Don't award too much max health, let your players earn it through kill bonus, health regen, pickups.
+Carcasses can be set to ghost mode, I.E. when a monster is "dead" it's body will become translucent so you can see around you. It will still block shots and it will gib if you flak it.
+There should be a large reduction in warnings now server-side caused by the MH mod. Some maps still create errors, but this should help stability.


Credits:
The crew at Hermskii's for all their help, support, and input. Thanks guys!!
Iniquitous for all his help and guidance and tolerance of the 2 a.m. questions. 
TheDane for his help on HUD and cheering me on :)
Zeal for the framework of the UTJ mod. What a well-done controller! 
And last but certainly not least Herm himself for allowing the MHM and Mayhem names to be used and for his input on direction.  

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